I realized that after trying Civilization V and being disappointed with it, I became a little obsessed over what I would do to make an amazing Civilization VI. I decided to write up my ideas and share them and see what other think. The results have been split up and placed in several posts like the one below.
Taxes The tax slider should be reconstituted with income, science, and cultural sliders. Additionally, these should add up to an overall tax rate that is inversely related to happiness in cities. The degree of unhappiness caused by taxation could be moderated by government civics and whether or not a settlement is a city or a colony. Any money that is not taxed should be used to buy luxury resources which brings me to
Resources The switch in Civ5 to ensure that one resource provided for on unit was a good one but I would take it farther so that one happiness resource could only make one city happy. The price any city paid for any resource would vary based upon supply and demand curves, which would make some resources more valuable than others. The premise of this economy would be that every city would take whatever money it could devote to purchasing luxuries and buy as much happiness as it could. In addition to natural resources, the game could introduce many artificial resources such as books or electronics that are produced when great merchants or other great people found companies in cities.
This system could be made more interesting still if every resource traced the path from its source to its destination and provided some fraction of its value to every city it passed through or near. Resources would tend to use waterways for transport, as those have historically been cheaper. This creates the possibility of wealthy trade cities if certain cities manage to be placed on pathways of many trade routes. Think New York after the Erie Canal was complete or Chicago once all the railroads ran through it, or Singapore, which sits on the Strait of Malacca.
Taxes The tax slider should be reconstituted with income, science, and cultural sliders. Additionally, these should add up to an overall tax rate that is inversely related to happiness in cities. The degree of unhappiness caused by taxation could be moderated by government civics and whether or not a settlement is a city or a colony. Any money that is not taxed should be used to buy luxury resources which brings me to
Resources The switch in Civ5 to ensure that one resource provided for on unit was a good one but I would take it farther so that one happiness resource could only make one city happy. The price any city paid for any resource would vary based upon supply and demand curves, which would make some resources more valuable than others. The premise of this economy would be that every city would take whatever money it could devote to purchasing luxuries and buy as much happiness as it could. In addition to natural resources, the game could introduce many artificial resources such as books or electronics that are produced when great merchants or other great people found companies in cities.
This system could be made more interesting still if every resource traced the path from its source to its destination and provided some fraction of its value to every city it passed through or near. Resources would tend to use waterways for transport, as those have historically been cheaper. This creates the possibility of wealthy trade cities if certain cities manage to be placed on pathways of many trade routes. Think New York after the Erie Canal was complete or Chicago once all the railroads ran through it, or Singapore, which sits on the Strait of Malacca.